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----- Mensaje original ----- > De: "Russell Smith" <ve...@tinylittlerobots.us> > Para: "Half-Life dedicated Linux server mailing list" > <hlds_linux@list.valvesoftware.com> > Enviados: Jueves, 13 de Octubre 2011 19:27:06 > Asunto: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of > Defeat: Source and Half-Life 2: Deathmatch > Updates Released > Anyone else have their mapcycle/maplist files overwritten with the > patch? Happened to me on 2 updated TF2 servers. > > Russell > > On 10/13/2011 1:41 PM, Jason Ruymen wrote: > > Required updates for Team Fortress 2, Counter-Strike: Source, Day of > > Defeat: Source and Half-Life 2: Deathmatch are now available. > > Counter-Strike: Source has also been moved to use its own engine and > > dedicated server depots. Because of this, dedicated server files for > > Counter-Strike: Source will now be under a 'css' folder. > > > > The specific changes include: > > > > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) > > - Fixed an issue with the multi-threaded renderer which could cause > > a crash on map change > > - Adjusted whitespace to improve formatting in status command output > > - Changed stats output to show KB/s instead of bytes/sec, added a > > connections column, and changed the users column to "Map changes" > > - Fixed game servers not being able to execute the retry command due > > to the dependence on the connect command (which is not executable by > > game servers) > > - Made sndplaydelay executable by servers > > - Server frame rate is now based on the tickrate of the active > > Source mod, not the fps_max convar > > - Server processing delays have been reduced, especially for servers > > on modern Linux kernels > > - Entity processing logic has been optimized to significantly reduce > > CPU usage on full servers > > - Multi-threaded server code is now enabled by default under Linux > > (already enabled on Windows) > > - An exploit with non-printable characters causing lag on Windows > > servers has been fixed > > - CPU is fully yielded back to the system whenever the server is > > running faster than the tickrate > > - Dramatic increase in performance for low-level math libraries > > > > Day of Defeat: Source > > - Removed tickrate command line parameter > > - Updated the localization files > > > > Counter-Strike: Source > > - Prevent AWP cycle time exploit using quick switch > > - Fixed bug causing HUD History to display item pickups from nearby > > players > > - Increased sized of HUD History resource to prevent clipping > > - Changed grenade damage so that it always hits HITGROUP_GENERIC and > > takes into account armor for damage calculations > > - Reduced standing and moving accuracy for pistols > > - Decreased accuracy while moving with sniper rifles > > - Added additional legacy mode (3) to cl_dynamiccrosshair > > - Updated the localization files > > > > Team Fortress 2 > > Manniversary: > > - Experimenting with a new store interface with a subset of players > > - Added several dozen community items in celebration of the > > Manniversary > > - Added loadout presets -- each class can now store four complete > > loadouts, including weapons and cosmetic items, and change between > > them with the press of a button. > > - Added a new item type that can accept user-applied decals. Take > > any image off your hard drive, put it on a stick, and then smash > > people with it! (See the Decal Tool in the store!) > > - Added new co-operative high five taunt > > - Class select menu now shows the active loadout for each class > > - Characters can now equip two misc-slot items at once > > - Added a new in-game abuse-reporting system (see "Capture abuse > > report data" under "Miscellaneous" controls) > > - Non-newly-released weapons in the store can now be tried out for > > free once per week! This will give you a fully-functional version of > > the weapon to be used in-game for no cost. If you decide you like > > it, you can purchase it for a discount during the trial period. > > - All items purchased in the store can be used for crafting and can > > be traded after a few days > > - Added a new startup music track from Meet The Medic > > - Integrated with the new Steam Workshop to enable the publication > > and management of community contributed content > > > > Maps: > > - Added new community control point map Gullywash. Stamps are > > available in the store to support community map authors! > > - Barnblitz is now available for offline practice > > - Frontier: various geometry fixes > > - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated > > forward spawn areas > > > > Replay: > > - New camera shake functionality added for replays that are not > > sufficiently dramatic > > - New slow-motion functionality added for replays where even camera > > shake does not provide sufficient drama > > - Added support for recording voice chat into replays > > > > Items: > > - Pocket Medic can now be equipped by the Soldier in addition to the > > Heavy > > - World Traveler's Hat and the Connoisseur's Cap are now paintable > > - Bonk Boy and Foster's Facade are now misc slot items > > - Fixed The Director's Vision not playing animations correctly for > > all classes in the loadout screen > > - The Killer Exclusive is now paintable > > - When sorting the backpack, otherwise-equivalent items will sort by > > strange weapon rank and crate series number if possible > > - When selecting items from the loadout, weapons with different kill > > eater ranks will all show up > > - Hat of Undeniable Wealth And Respect animations have been added. > > Really. > > - LOD models added to several older cosmetic items > > > > Response Rules: > > - Reduced the chance of many response lines occurring > > - Responses related to cart progress no longer play when disguised > > - Players will now always call for a medic when low on health or > > when on fire when a medic is under the crosshair, whereas previously > > the character would ask the medic to follow them > > - Named base items will no longer trigger responses that were > > supposed to be for new item variants > > - Added additional Jarate hit responses > > - Demoman: > > - Added achievement award response > > - Removed "I didn't need your help y'know" line if being healed > > by a Medic > > - Saxxy kills will use the same lines as kills from the frying > > pan > > - Taunting with The Pain Train or the Saxxy now plays the same > > taunt as the grenade launcher > > - Added a taunt for The Ullapool Caber > > - Engineer: > > - Fixed a problem that caused him not to say thanks after > > exiting a teleporter > > - Saxxy kills will use the same lines as kills from The Golden > > Wrench > > - Added a previously unused golden wrench kill line > > - Added an occasional response when swinging The Gunslinger > > - Wrangler taunt now performs the pistol taunt animation > > - Heavy: > > - Added a previously unused fist swing line > > - Medic: > > - Added a line to the response that occurs when doing a battle > > cry while looking at an enemy while holding a melee weapon > > - Taunting with a Saxxy plays the medigun taunt > > - Taunting with the Solemn Vow or the Crusader's Crossbow now > > plays the same taunt as the syringe gun > > - Scout: > > - Removed the response when killing an enemy Scout or Pyro and > > moved the lines to the dominating Pyro/Scout response > > - Added a rare response to double jumping after getting a recent > > kill > > - Sniper: > > - Reduced chattiness when getting many sequential kills > > - Added a missing line to the scoped revenge response > > - Taunting with a Saxxy no longer play lines that reference a > > knife > > - Soldier: > > - Added a line to the getting übercharged response > > - Taunting with the Righteous Bison, Battalion's Backup, or the > > Saxxy now play the Buff Banner taunt > > > > Bots: > > - TFBots have a percentage chance of noticing weapon fire based on > > their difficulty level. Easy bots are fairly oblivious, and Expert > > bots notice pretty much everything. > > - TFBots now treat certain weapon attacks as "quiet" (Spy knife, > > cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" > > weapons can only be heard by TFBots when nearby, and their chance of > > being noticed is halved if the environment is "noisy" (ie., lots of > > non-quiet gunfire going on in the area). This greatly improves Spies > > ability to backstab TFBots without the entire team immediately > > turning on them. > > - Spy bot improvements: > > - Spy bots are much better about circling around and > > backstabbing their victims now > > - Improved Spy bot target selection in some situations (ie: > > clusters of sentries and enemy players) > > - Spy bots will give up on an attack and retreat if an enemy > > sentry gun aims at them > > - Spy bots now avoid nearby enemies while disguised and/or > > cloaked so they don't bump into them and give themselves away > > - Spy bots now have a simple notion of when their "cover is > > blown" now > > - Spy bots lead their target's position as they chase them down > > for a backstab now > > - Spy bots don't go after victims until setup time has elapsed > > - Hard and Expert Spy bots avoid looking at their prey until > > they get close and go for the stab > > - Easy Spy bots don't avoid enemies, or try to get behind before > > stabbing > > - Normal Spy bots don't avoid enemies > > - Fixed bug where Spy bots would jump against the enemy spawn > > gates during setup time > > - Medic bot improvements: > > - Medic bots stick much closer to running patients now > > - Medic bots stick much closer to their patient if they have an > > Ubercharge ready, or are deploying their Uber > > - Medic bots hide from Sentryguns now, too > > - Pyro bot improvements: > > - Pyro bots are less "pushy" with their compression blast, but > > will use it against Ubers and to get enemies off of a capture > > point > > > > Other: > > - Razer Hydra support can be enabled via "sixense_enabled 1" in the > > console. See http://sixense.com/tf2 for details. > > - Added "tf_allow_taunt_switch". Set to 0 for disallowed (default > > behavior), 1 for old bug behavior, or 2 to allow weapon switching > > any time during the taunt. > > - Screenshots can now be hooked up to the Steam Community > > automatically. There is a new option to control this under > > "Miscellaneous" in the Advanced Options page. > > - Fixed gold ragdolls playing custom death animations when they > > should be locked in a pose > > - Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is > > at full health. > > - Fixed touching a cabinet while under the effects of the Buffalo > > Steak Sandvich removing the mini-crits but not removing the melee > > weapon restriction > > - Fixed particle effects not showing up on spy disguise items > > - Fixed spies never using genuine, community, or self-made items as > > disguise weapons > > - Fixed demoman weapons primary/secondary being backwards in the > > loadout screen > > - Fixed effects on Sticky Jumper grenades > > - Fixed net_graph not updating server framerate when FPS is greater > > than 1000 > > - Fixed game servers not being able to execute the retry command > > - Renamed tf_show_voice_icons to mp_show_voice_icons > > - Updated the localization files > > > > Jason > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux